… | |
… | |
202 | |
202 | |
203 | ob->remove (); |
203 | ob->remove (); |
204 | ob->map = 0; |
204 | ob->map = 0; |
205 | party = 0; |
205 | party = 0; |
206 | |
206 | |
207 | // for weird reasons, this is often "ob", keeping a circular reference |
207 | combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this |
208 | ranges [range_skill] = 0; |
|
|
209 | |
208 | |
210 | players.erase (this); |
209 | players.erase (this); |
211 | } |
210 | } |
212 | |
211 | |
213 | // connect the player with a specific client |
212 | // connect the player with a specific client |
… | |
… | |
230 | ns->reset_stats (); |
229 | ns->reset_stats (); |
231 | |
230 | |
232 | /* make sure he's a player -- needed because of class change. */ |
231 | /* make sure he's a player -- needed because of class change. */ |
233 | ob->type = PLAYER; // we are paranoid |
232 | ob->type = PLAYER; // we are paranoid |
234 | ob->race = ob->arch->clone.race; |
233 | ob->race = ob->arch->clone.race; |
235 | |
|
|
236 | if (!legal_range (ob, shoottype)) |
|
|
237 | shoottype = range_none; |
|
|
238 | |
234 | |
239 | ob->carrying = sum_weight (ob); |
235 | ob->carrying = sum_weight (ob); |
240 | link_player_skills (ob); |
236 | link_player_skills (ob); |
241 | |
237 | |
242 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
238 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
… | |
… | |
325 | unapply = unapply_nochoice; |
321 | unapply = unapply_nochoice; |
326 | |
322 | |
327 | savebed_map = first_map_path; /* Init. respawn position */ |
323 | savebed_map = first_map_path; /* Init. respawn position */ |
328 | |
324 | |
329 | gen_sp_armour = 10; |
325 | gen_sp_armour = 10; |
330 | shoottype = range_none; |
|
|
331 | bowtype = bow_normal; |
326 | bowtype = bow_normal; |
332 | petmode = pet_normal; |
327 | petmode = pet_normal; |
333 | listening = 10; |
328 | listening = 10; |
334 | usekeys = containers; |
329 | usekeys = containers; |
335 | peaceful = 1; /* default peaceful */ |
330 | peaceful = 1; /* default peaceful */ |
… | |
… | |
1464 | * find_better_arrow to find a decent arrow to use. |
1459 | * find_better_arrow to find a decent arrow to use. |
1465 | * op = the shooter |
1460 | * op = the shooter |
1466 | * type = bow->race |
1461 | * type = bow->race |
1467 | * dir = fire direction |
1462 | * dir = fire direction |
1468 | */ |
1463 | */ |
1469 | |
|
|
1470 | object * |
1464 | object * |
1471 | pick_arrow_target (object *op, const char *type, int dir) |
1465 | pick_arrow_target (object *op, const char *type, int dir) |
1472 | { |
1466 | { |
1473 | object *tmp = NULL; |
1467 | object *tmp = NULL; |
1474 | maptile *m; |
1468 | maptile *m; |
… | |
… | |
1548 | { |
1542 | { |
1549 | new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1543 | new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1550 | return 0; |
1544 | return 0; |
1551 | } |
1545 | } |
1552 | |
1546 | |
1553 | if (op->type == PLAYER) |
1547 | if (player *pl = op->contr) |
1554 | bow = op->contr->ranges[range_bow]; |
1548 | { |
|
|
1549 | bow = pl->ranged_ob; |
|
|
1550 | |
|
|
1551 | if (op->current_weapon != pl->ranged_ob) |
|
|
1552 | { |
|
|
1553 | op->current_weapon = pl->ranged_ob; |
|
|
1554 | new_draw_info_format (NDI_UNIQUE, 0, op, "You switch to your %s.", &op->current_weapon->name); |
|
|
1555 | op->update_stats (); |
|
|
1556 | } |
|
|
1557 | } |
1555 | else |
1558 | else |
1556 | { |
1559 | { |
1557 | for (bow = op->inv; bow; bow = bow->below) |
1560 | for (bow = op->inv; bow; bow = bow->below) |
1558 | /* Don't check for applied - monsters don't apply bows - in that way, they |
1561 | /* Don't check for applied - monsters don't apply bows - in that way, they |
1559 | * don't need to switch back and forth between bows and weapons. |
1562 | * don't need to switch back and forth between bows and weapons. |
… | |
… | |
1564 | if (!bow) |
1567 | if (!bow) |
1565 | { |
1568 | { |
1566 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1569 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1567 | return 0; |
1570 | return 0; |
1568 | } |
1571 | } |
|
|
1572 | |
|
|
1573 | // optimisation: move object to top so we will find it quickly again |
|
|
1574 | if (bow->below) |
|
|
1575 | { |
|
|
1576 | bow->remove (); |
|
|
1577 | op->insert (bow); |
|
|
1578 | } |
|
|
1579 | |
1569 | } |
1580 | } |
1570 | |
1581 | |
1571 | if (!bow->race || !bow->skill) |
1582 | if (!bow->race || !bow->skill) |
1572 | { |
1583 | { |
1573 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1584 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
… | |
… | |
1705 | { |
1716 | { |
1706 | int ret = 0, wcmod = 0; |
1717 | int ret = 0, wcmod = 0; |
1707 | |
1718 | |
1708 | if (op->contr->bowtype == bow_bestarrow) |
1719 | if (op->contr->bowtype == bow_bestarrow) |
1709 | { |
1720 | { |
1710 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); |
1721 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); |
1711 | } |
1722 | } |
1712 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1723 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1713 | { |
1724 | { |
1714 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1725 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1715 | wcmod = -1; |
1726 | wcmod = -1; |
… | |
… | |
1742 | * Broken apart from 'fire' to keep it more readable. |
1753 | * Broken apart from 'fire' to keep it more readable. |
1743 | */ |
1754 | */ |
1744 | void |
1755 | void |
1745 | fire_misc_object (object *op, int dir) |
1756 | fire_misc_object (object *op, int dir) |
1746 | { |
1757 | { |
1747 | object *item; |
1758 | object *item = op->contr->ranged_ob; |
1748 | |
1759 | |
1749 | if (!op->contr->ranges[range_misc]) |
1760 | if (!item) |
1750 | { |
1761 | { |
1751 | new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); |
1762 | new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); |
1752 | return; |
1763 | return; |
1753 | } |
1764 | } |
1754 | |
1765 | |
1755 | item = op->contr->ranges[range_misc]; |
|
|
1756 | if (!item->inv) |
1766 | if (!item->inv) |
1757 | { |
1767 | { |
1758 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1768 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1759 | return; |
1769 | return; |
1760 | } |
1770 | } |
|
|
1771 | |
1761 | if (item->type == WAND) |
1772 | if (item->type == WAND) |
1762 | { |
1773 | { |
1763 | if (item->stats.food <= 0) |
1774 | if (item->stats.food <= 0) |
1764 | { |
1775 | { |
1765 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1776 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
… | |
… | |
1814 | |
1825 | |
1815 | /* check for loss of invisiblity/hide */ |
1826 | /* check for loss of invisiblity/hide */ |
1816 | if (action_makes_visible (op)) |
1827 | if (action_makes_visible (op)) |
1817 | make_visible (op); |
1828 | make_visible (op); |
1818 | |
1829 | |
1819 | switch (op->contr->shoottype) |
1830 | player *pl = op->contr; |
|
|
1831 | |
|
|
1832 | if (pl->golem) |
1820 | { |
1833 | { |
1821 | case range_none: |
1834 | control_golem (op->contr->golem, dir); |
1822 | return; |
1835 | return; |
|
|
1836 | } |
1823 | |
1837 | |
1824 | case range_bow: |
1838 | object *ob = pl->ranged_ob; |
|
|
1839 | |
|
|
1840 | if (!ob) |
|
|
1841 | return; |
|
|
1842 | |
|
|
1843 | switch (ob->type) |
|
|
1844 | { |
|
|
1845 | case BOW: |
1825 | player_fire_bow (op, dir); |
1846 | player_fire_bow (op, dir); |
1826 | return; |
1847 | break; |
1827 | |
1848 | |
1828 | case range_magic: /* Casting spells */ |
1849 | case SPELL: |
1829 | spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); |
1850 | spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); |
1830 | return; |
1851 | break; |
1831 | |
1852 | |
1832 | case range_misc: |
1853 | case BUILDER: |
|
|
1854 | apply_map_builder (op, dir); |
|
|
1855 | break; |
|
|
1856 | |
|
|
1857 | case SKILL: |
|
|
1858 | case SKILL_TOOL: |
|
|
1859 | do_skill (op, op, ob, dir, 0); |
|
|
1860 | break; |
|
|
1861 | |
|
|
1862 | default: |
1833 | fire_misc_object (op, dir); |
1863 | fire_misc_object (op, dir); |
1834 | return; |
1864 | break; |
1835 | |
|
|
1836 | case range_golem: /* Control summoned monsters from scrolls */ |
|
|
1837 | control_golem (op->contr->ranges[range_golem], dir); |
|
|
1838 | return; |
|
|
1839 | |
|
|
1840 | case range_skill: |
|
|
1841 | if (!op->chosen_skill) |
|
|
1842 | { |
|
|
1843 | if (op->type == PLAYER) |
|
|
1844 | new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); |
|
|
1845 | |
|
|
1846 | return; |
|
|
1847 | } |
|
|
1848 | |
|
|
1849 | do_skill (op, op, op->chosen_skill, dir, NULL); |
|
|
1850 | return; |
|
|
1851 | case range_builder: |
|
|
1852 | apply_map_builder (op, dir); |
|
|
1853 | return; |
|
|
1854 | default: |
|
|
1855 | new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); |
|
|
1856 | return; |
|
|
1857 | } |
1865 | } |
1858 | } |
1866 | } |
1859 | |
1867 | |
1860 | /* find_key |
1868 | /* find_key |
1861 | * We try to find a key for the door as passed. If we find a key |
1869 | * We try to find a key for the door as passed. If we find a key |
… | |
… | |
1961 | if (key) |
1969 | if (key) |
1962 | { |
1970 | { |
1963 | object *container = key->env; |
1971 | object *container = key->env; |
1964 | |
1972 | |
1965 | play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); |
1973 | play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); |
|
|
1974 | |
1966 | if (action_makes_visible (op)) |
1975 | if (action_makes_visible (op)) |
1967 | make_visible (op); |
1976 | make_visible (op); |
|
|
1977 | |
1968 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
1978 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
1969 | spring_trap (door->inv, op); |
1979 | spring_trap (door->inv, op); |
1970 | |
1980 | |
1971 | if (door->type == DOOR) |
1981 | if (door->type == DOOR) |
1972 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
1982 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
… | |
… | |
2002 | */ |
2012 | */ |
2003 | void |
2013 | void |
2004 | move_player_attack (object *op, int dir) |
2014 | move_player_attack (object *op, int dir) |
2005 | { |
2015 | { |
2006 | object *tmp, *mon; |
2016 | object *tmp, *mon; |
2007 | sint16 nx, ny; |
|
|
2008 | int on_battleground; |
2017 | int on_battleground; |
2009 | maptile *m; |
2018 | maptile *m; |
2010 | |
2019 | |
2011 | nx = freearr_x[dir] + op->x; |
2020 | sint16 nx = freearr_x[dir] + op->x; |
2012 | ny = freearr_y[dir] + op->y; |
2021 | sint16 ny = freearr_y[dir] + op->y; |
2013 | |
2022 | |
2014 | on_battleground = op_on_battleground (op, 0, 0); |
2023 | on_battleground = op_on_battleground (op, 0, 0); |
2015 | |
2024 | |
2016 | /* If braced, or can't move to the square, and it is not out of the |
2025 | /* If braced, or can't move to the square, and it is not out of the |
2017 | * map, attack it. Note order of if statement is important - don't |
2026 | * map, attack it. Note order of if statement is important - don't |
… | |
… | |
2097 | /* If we're braced, we don't want to switch places with it */ |
2106 | /* If we're braced, we don't want to switch places with it */ |
2098 | if (op->contr->braced) |
2107 | if (op->contr->braced) |
2099 | return; |
2108 | return; |
2100 | |
2109 | |
2101 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2110 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2102 | (void) push_ob (mon, dir, op); |
2111 | push_ob (mon, dir, op); |
2103 | if (op->contr->tmp_invis || op->hide) |
2112 | if (op->contr->tmp_invis || op->hide) |
2104 | make_visible (op); |
2113 | make_visible (op); |
2105 | |
2114 | |
2106 | return; |
2115 | return; |
2107 | } |
2116 | } |
… | |
… | |
2450 | gen_grace = op->stats.maxgrace; |
2459 | gen_grace = op->stats.maxgrace; |
2451 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2460 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2452 | } |
2461 | } |
2453 | |
2462 | |
2454 | /* Regenerate Spell Points */ |
2463 | /* Regenerate Spell Points */ |
2455 | if (!op->contr->ranges[range_golem] && --op->last_sp < 0) |
2464 | if (!op->contr->golem && --op->last_sp < 0) |
2456 | { |
2465 | { |
2457 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
2466 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
2458 | if (op->stats.sp < op->stats.maxsp) |
2467 | if (op->stats.sp < op->stats.maxsp) |
2459 | { |
2468 | { |
2460 | op->stats.sp++; |
2469 | op->stats.sp++; |
… | |
… | |
3495 | * not readied. |
3504 | * not readied. |
3496 | */ |
3505 | */ |
3497 | void |
3506 | void |
3498 | player_unready_range_ob (player *pl, object *ob) |
3507 | player_unready_range_ob (player *pl, object *ob) |
3499 | { |
3508 | { |
3500 | for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) |
3509 | if (pl->ob->current_weapon == ob) |
|
|
3510 | pl->ob->current_weapon = 0; |
|
|
3511 | |
|
|
3512 | if (pl->combat_ob == ob) |
|
|
3513 | pl->combat_ob = 0; |
|
|
3514 | |
3501 | if (pl->ranges[i] == ob) |
3515 | if (pl->ranged_ob == ob) |
3502 | { |
|
|
3503 | pl->ranges[i] = 0; |
3516 | pl->ranged_ob = 0; |
3504 | if (pl->shoottype == i) |
|
|
3505 | pl->shoottype = range_none; |
|
|
3506 | } |
|
|
3507 | } |
3517 | } |
3508 | |
3518 | |
3509 | sint8 |
3519 | sint8 |
3510 | player::visibility_at (maptile *map, int x, int y) const |
3520 | player::visibility_at (maptile *map, int x, int y) const |
3511 | { |
3521 | { |